Re: [Opensim-dev] Multi-region OAR format

2012-07-20 Thread Salahzar Stenvaag
+1 on multi region oars. It simplifies global backup activities. :)

On Fri, Jul 20, 2012 at 5:45 PM, Oren Hurvitz or...@kitely.com wrote:
 I suppose some people will find this useful, but it's not something that is
 required for multi-region OARs so I won't implement it. Of course, you're
 welcome to add this feature yourself :)


 On Fri, Jul 20, 2012 at 6:40 PM, Robert L martin [via opensim-dev] [hidden
 email] wrote:

 On Fri, Jul 20, 2012 at 9:38 AM, Oren Hurvitz [hidden email] wrote:
  If I understand you correctly, you're asking for the load-oar command to
  create regions where none existed before. It doesn't do that currently,
  and
  I don't intend to make it start doing so. There are other ways to create
  regions (see Regions.ini), and I don't intend to add to them as that's a
  different feature.
 Not create a region where there isn't one but create the CONTENTS (in
 this case just the Land part) of a region
 so for BWI if the Center sim does not have any assets you could put a
 dummy/keyword in that says
 Blend the land to its surroundings
 or
 Fill the land to 22 meters
 or
 create a random heightmap
 instead of needing to create a whole section just to rig this


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Re: [Opensim-dev] teleport scripts with osteleportagent need to be manually reset to work when region restarts

2012-03-31 Thread Salahzar Stenvaag
Ok Justin, on_rez trick is  definitely an old issue.

But regarding properties not retaining between restart...

 I tried right now and verified that on latest git version
Region (073) # show version
Version: OpenSim 0.7.4 Dev  012b01f (interface version 7)
and surely in 0.7.3 where I initially found the problem.

I've seen a mantis on the exact issue of llDetectVolume, and it was closed
http://opensimulator.org/mantis/view.php?id=3687  last july 2011, but it
should probably be reopened.

On the same mantis it is noted the 512 value for changed event to
workaround which originally misguided me (probably SL did change this value
in latest years).

Since many people answering my posts here were very convinced that
llDetectVolume should be caught during region restart, I'm wondering which
other commands need to be reissued when a region restart. I hope
llDetectVolume is isolated since it appears its implementation is quite
complex right now in opensim code...

sal

On Sat, Mar 31, 2012 at 3:13 AM, Justin Clark-Casey 
jjusti...@googlemail.com wrote:

 That page is very old - 2 years is a pretty long time in OpenSimulator
 terms.

 That said, I have no doubt that bugs remain in this area.  If you can
 identify them and mantis how to reproduce them that would be much
 appreciated.


 On 30/03/12 19:13, Salahzar Stenvaag wrote:

 While looking for info about lsl scripting in opensim, I came across this
 article
 http://www.pseudospace.net/**index.php/faq/4-scripting/10-**
 scripting-notes-for-opensim-**gridshttp://www.pseudospace.net/index.php/faq/4-scripting/10-scripting-notes-for-opensim-grids
 which is repeatedly stating that programmers should put on_rez ...
 llResetScript() to be sure sit positions, llsettext
 and other things are persisted when region is restarted.
 I was under the impression that on_rez is called only when you expressly
 rez an object from the inventory.. Is this
 article wrong and possibly you should warn the author or this strange
 behaviour is really how opensim is doing right now?
 I am on vacation now and with limited access to computer and internet, I
 would love to test this to avoid voodoo rites
 and urban legends..


 On Fri, Mar 30, 2012 at 1:08 PM, M.E. Verhagen marcel...@gmail.commailto:
 marcel...@gmail.com wrote:

llVolumeDetect is not set to true upon region restart
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Re: [Opensim-dev] teleport scripts with osteleportagent need to be manually reset to work when region restarts

2012-03-30 Thread Salahzar Stenvaag
Thanks for your answers, they are all quite clarifying especially Justin's
remark on stopping/starting which seems an easy and practical workaround.
(I'm also impressed by the fact that many of you did answer so rapidly,
this means that opensim scripting community is NOT small, should be some
way to exchange tricks and tips somewhere).

My original question however is NOT how to force the restart of the script
after a restart (actually I checked my script and it used 256, so probably
I have to change it to 1024, and that probably would solve the problem).

The core of the question IS: Why should some script to be manually reset to
retain their original behaviour? Is this to be considered a bug and so I
should file a Mantis, or your experience is different? (Maybe I have to set
up some particular things in opensim.ini or I erroneously set a different
setup. For instance I set up to NOT delete scripts at startup in my sims,
and this might be interacting with other behaviour?).

Maybe when region restarts some events are forgotten to be reinstalled from
the simulator script engine? I'm very curious to understand how the XEngine
is working so to have a look and figure out myself what's happening. Is
there any documentation on this piece of code?

Thanks for your feedbacks and helps,
salahzar

On Fri, Mar 30, 2012 at 4:22 AM, Justin Clark-Casey 
jjusti...@googlemail.com wrote:

 On 29/03/12 20:34, Salahzar Stenvaag wrote:

 Hi, I programmed a teleport which uses osTeleportAgent when touched or
 collistion start (volumedetect), and it works
 correctly, but whenever region restarts it MUST be reset manually to work
 correctly.
 I also added change() event checking for 255 changed value to resetscript
 when region restart is detected but it seems
 not working.
 Version used is 0.7.3-post fixes.

 Do you observe in your sims the same behaviour? I noticed that many
 scripts need to be reset after a while otherwise
 they are not working :(
 Since I'm seeing that recently scripting had a real improvement in
 OpenSim it is a pity that we don't have a way to be
 sure they are correctly working . I keep telling people that they need to
 restart scripts in opensim whenever they
 notice strange behaviours, and this appeared true for many cases...


 I'm now seeing that starting from 0.7.3 version is possible to stop /
 show / start all scripts maybe it is possible to
 reset all scripts?


 stop/start is equivalent to a reset I think, whilst suspend/resume
 preserve state.

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Re: [Opensim-dev] teleport scripts with osteleportagent need to be manually reset to work when region restarts

2012-03-30 Thread Salahzar Stenvaag
While looking for info about lsl scripting in opensim, I came across this
article
http://www.pseudospace.net/index.php/faq/4-scripting/10-scripting-notes-for-opensim-grids

which is repeatedly stating that programmers should put on_rez ...
llResetScript() to be sure sit positions, llsettext and other things are
persisted when region is restarted.
I was under the impression that on_rez is called only when you expressly
rez an object from the inventory.. Is this article wrong and possibly you
should warn the author or this strange behaviour is really how opensim is
doing right now?
I am on vacation now and with limited access to computer and internet, I
would love to test this to avoid voodoo rites and urban legends..


On Fri, Mar 30, 2012 at 1:08 PM, M.E. Verhagen marcel...@gmail.com wrote:

 llVolumeDetect is not set to true upon region restart
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[Opensim-dev] teleport scripts with osteleportagent need to be manually reset to work when region restarts

2012-03-29 Thread Salahzar Stenvaag
Hi, I programmed a teleport which uses osTeleportAgent when touched or
collistion start (volumedetect), and it works correctly, but whenever
region restarts it MUST be reset manually to work correctly.
I also added change() event checking for 255 changed value to resetscript
when region restart is detected but it seems not working.
Version used is 0.7.3-post fixes.

Do you observe in your sims the same behaviour? I noticed that many scripts
need to be reset after a while otherwise they are not working :(
Since I'm seeing that recently scripting had a real improvement in OpenSim
it is a pity that we don't have a way to be sure they are correctly working
. I keep telling people that they need to restart scripts in opensim
whenever they notice strange behaviours, and this appeared true for many
cases...


I'm now seeing that starting from 0.7.3 version is possible to stop / show
/ start all scripts maybe it is possible to reset all scripts?

Thanks for feedback,
salahzar
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Re: [Opensim-dev] Presenting unga: UGAIM grid servers with PHP

2010-04-07 Thread Salahzar Stenvaag
Impalah, I'm very curious if you can do some testing in performance php Vs
c#
it might be even possible that php is more performant than c# and so more
scalable.
If your php sources are easy enough to be understandable it might be used
for educational purposes, i.e. to teach people how opensim works.

Just brainstorming on this.

If I understood correctly you are right that ROBUST system didn't change the
semantics of the services, they remain the same, but since they have been
heavily refactored there might be some  major differences between 0.6.6 and
current pre 0.7 version so probably you have to work on it.



On Wed, Apr 7, 2010 at 22:11, Impalah Shenzhou impa...@gmail.com wrote:

 Please excuse my violent reaction. I misunderstood your comments.

 As soon as I have some free time (I suppose, for the weekend) I will test
 unga with the newer (development) opensim versions. According to the wiki
 there shouldn't be any problem, but maybe I forgot some needed interface.

 Take into account that I used 0.6.5 and 0.6.6 versions of opensim for the
 development, and these seem to be stable versions.

 Cheers



 2010/4/7 Michael Cerquoni nebadon2...@gmail.com

 I don't know all the of the differences honestly, I was not trying to
 discourage you from doing it, but i do know that the older versions of
 OpenSimulator that conneceted to the C# UGAIM services will no longer
 connect to C# Robust Backed services, my only concern was you might spend a
 lot of time coding and run into the same thing, as long as the current
 master GIT opensimulator can connect though you should be fine.

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Re: [Opensim-dev] VNC on CLient

2009-10-18 Thread Salahzar Stenvaag
Yes, I'm seeing this... It is written that it uses all opensources
programs including VNC and API Media Plugin...
I'd love to ask to people where is the sources and possibly how to for
using the API media plugin this way?

It is from the birth of opensim that I am dreaming of this possibility :)

AFAIK the video is simply showing the results, and not the steps
needed to obtain that..


Jonathan Swift  - May you live every day of your life. -
http://www.brainyquote.com/quotes/authors/j/jonathan_swift.html


On Sun, Oct 18, 2009 at 01:33, Fish Kungfu fish.kun...@gmail.com wrote:
 Andre...

 You may want to take a look at this:

 Your Desktop inside Second Life
 http://gwynethllewelyn.net/2009/08/26/your-desktop-inside-second-life/

 Cheers...Fish


 On Sat, Oct 17, 2009 at 7:24 PM, André Filipe andrefilip...@gmail.com
 wrote:

 Dears,
 I`d like to know if someone knows how to put VNC on sl client to view one
 computer desktop? I`ve found something using LLMedia API but I didn`t
 understand how to do it.
 Regards,
 Andre
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Re: [Opensim-dev] General status of OpenSim on 64 bit Linux Architecture

2009-06-21 Thread Salahzar Stenvaag
Wow, as I could have foretell this thing is really debated, sorry for
having launched this fire :)

Anyway at least I know that I can ask for help to Sacha Magne if our
friends go 64 bits or to Nebadon if we are going 32-bit emulation :)

This is REALLY a huge comfortant news. And I thanks people involved in
this mailing list for answering such good hints
(I eventually understood that, YES there are Lions and Dragons hiding
here, but some people did survive)  :)



Fran Lebowitz  - Life is something to do when you can't get to
sleep. - http://www.brainyquote.com/quotes/authors/f/fran_lebowitz.html


2009/6/19 Sacha Magne sacha.ma...@k-grid.com:
 I disagree completly. Osim run fine in 64Bits. All our sims are in 64B and
 we don't experience any majour issues.

 Sacha

 Le 18 juin 09 à 19:39, Nebadon Izumi a écrit :

 regardless of PAE in 32 bit mode the most memory OpenSim.exe could consumeis
 3.3gb of ram, Also my experience with 64 bit is less than good, in windows
 there is no 64 bit with OpenSim, you can not make ODE run in 64 bit mode in
 windows, and in Linux i experiece major issues with openjpeg in 64 bit mode,
 I personally do not suggest anyone run OpenSim in 64 bit mode unless you
 like issues.  and to be honest I have not seen a single case to date where
 any OpenSimulator could run much past 2gb of ram anyway without totally
 blowing up, My conclusion to 64 bit opensimulator is that you would be
 completly wasting your time, the only way a 64 bit system is good is if you
 have more than 4gb ram and plan on running multiple single instance
 simulators in 32bit emulated mode where the total combined requirements of
 the multiple simulators combined equals more than 3.5gb ram.  Otherwise
 running opensimulator in 64bit mode gains you absolutely nothing but
 problems trying to run in Native 64 bit mode.

 Neb

 On Thu, Jun 18, 2009 at 10:21 AM, Mike Dickson mike.dick...@hp.com wrote:

 It doesn't take alot of tricks to use beyond 3.5GB of memory with a 32
 bit OS.  The PAE kernel will handle it. I have one system with 24GB
 that's 32bit (for othe reasons).  I've also run OpenSIm 64bit fine
 recently so I think either approach is feasible.  If I was starting from
 scratch with a system with lots of memory I'd probably do 64bit...

 Mike


 On Thu, 2009-06-18 at 16:45 +, Salahzar Stenvaag wrote:
  I was curious to understand the current status of OpenSim on Linux
  architectures (such as Linux Red Hat Enterprise 5 or similar) using 64
  bit to access all the available memory.
  Browsing the documentation it seems that OpenSim can run under 64 bit,
  but I've seen MANY mantis referring to problems with 64 bit
  compilation and running.
  Also in the past I've seen some people dropping their 64 bit regions
  (and installing instead 32 bit version) because they didn't work as
  expected (instability, strange collision effects etc).
  I've also seen a 32bit-OpenSim-launcher.exe (or something similar) who
  allegedly can run opensim in 32 bit mode even on 64 bit systems, but
  do not know if this applies only to 64-bit windows or also to linux
  systems. There is some information on the wiki, but it appears quite
  outdated right now.
 
  So the question is: if people want to install opensim on a 64 bit
  system with say 8 Gbram, what do you suggest?
  1\ don't even think that throw away 64 bit system and use a 32 bit
  system using just the 3.5 G ram it can access?
  2\ use some tricks to launch opensim.exe as if it were a 32 bit?
  3\ install 32 bit OS and use some tricks to make it see the memory
  beyond 3.5 G?
  4\ go on and use 64 bit system it works like a charme and all the
  MANTIS and the old problems had vanished in the void? :)
 
  Thanks for any suggestion on that and if you already run OpenSim on
  RedHat 64 bit if you have any suggestions...
  sal
 
 
 
  Rodney Dangerfield  - What a dog I got, his favorite bone is in my
  arm. -
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Re: [Opensim-dev] Bug or Feature? :( A sim is constantly taking abnormal ram space and eventually crashes after a few hours.

2009-03-26 Thread Salahzar Stenvaag
Actually the exact sequence is the following:
1\ start the instance (Ubuntu 8.04 LTS, Mono 2.2, REAL machine with 2 GB
RAM) it takes around 3-4 minutes to go up and takes about 400 MB of ram used
from the beginning.
2\ 1 builder enters the sim and build (I'm not sure but it is almost certain
they are using other tools like second inventory)
3\ after some hours of relatively light usage (just 1 avatar working there I
see the huge increment in memory).

Yes, if you can give some hints on how to use some GC or memory profilers to
understand which part is guilty or faulty...

Thanks for the interest. :)

On Thu, Mar 26, 2009 at 06:10, Frisby, Adam a...@deepthink.com.au wrote:

 Nebadon
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[Opensim-dev] Bug or Feature? :( A sim is constantly taking abnormal ram space and eventually crashes after a few hours.

2009-03-25 Thread Salahzar Stenvaag
Tell me if I can raise a mantis on this..

In Cyberlandia we have a sim prometeo where some builders are doing some
interesting building developments. Now there is a real interesting
architecture made with a certain amount of superprims and some wonderful
buildings made by some very interestingly crafted rounded prims. In total
they are around 2200 prims (not so much I have been told). And there are
around 60 scripts which are not doing anything particular.

What it happens is that the supporting instance (1 instance holding this
sim) will go instantly to 400 Mbytes, and after some hours it goes to 1.7 GB
or REAL memory.
I don't have any tools to understand what is happening, but this makes this
island almost impossible to use :(

If any core programmers wanted to have a look on this and help us understand
if there is something forbidden in the prims, or probably some bugs in SL,
that would be very nice.

If you want to download this oar
http://opensimita.org/upload/prometeo-mantis.oar.gz. (~32 Megabytes of oar).

Tell me if should I open a mantis on this.

Thanks,
salahzar
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Re: [Opensim-dev] Bug or Feature? :( A sim is constantly taking abnormal ram space and eventually crashes after a few hours.

2009-03-25 Thread Salahzar Stenvaag
I forgot to mention that this instance is likely to crash and/or making the
computer not working well for other instances (real memory is 2 GB only).
Does it means that we cannot have more than 1000 prims on a sim? :)


On Wed, Mar 25, 2009 at 23:10, Salahzar Stenvaag salah...@gmail.com wrote:

 Tell me if I can raise a mantis on this..

 In Cyberlandia we have a sim prometeo where some builders are doing some
 interesting building developments. Now there is a real interesting
 architecture made with a certain amount of superprims and some wonderful
 buildings made by some very interestingly crafted rounded prims. In total
 they are around 2200 prims (not so much I have been told). And there are
 around 60 scripts which are not doing anything particular.

 What it happens is that the supporting instance (1 instance holding this
 sim) will go instantly to 400 Mbytes, and after some hours it goes to 1.7 GB
 or REAL memory.
 I don't have any tools to understand what is happening, but this makes this
 island almost impossible to use :(

 If any core programmers wanted to have a look on this and help us
 understand if there is something forbidden in the prims, or probably some
 bugs in SL, that would be very nice.

 If you want to download this oar
 http://opensimita.org/upload/prometeo-mantis.oar.gz. (~32 Megabytes of
 oar).

 Tell me if should I open a mantis on this.

 Thanks,
 salahzar

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Re: [Opensim-dev] save iar clarification and documentation on its use...

2009-03-20 Thread Salahzar Stenvaag
thanks for the answers. Really appreciated.
sal
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[Opensim-dev] Are 2000 prims, 100 simple scripts in a OpenSim region too much? How can we profile our OS installation and advise people to remove prims/scripts?

2009-03-18 Thread Salahzar Stenvaag
Hello OSWorld. Just a question about current limits in OS. We are running 4
instances of OpenSIm rev 8810, holding 11 sims on ovh rps-2 (2GB RAM)
connected to an external grid. Top clearly indicates that free memory is
still available

Tasks: 109 total, 1 running, 108 sleeping, 0 stopped, 0 zombie
Cpu(s): 24.2%us, 3.3%sy, 0.0%ni, 71.9%id, 0.6%wa, 0.0%hi, 0.0%si, 0.0%st
Mem: 1938152k total, 1868956k used, 69196k free, 39460k buffers
Swap: 976888k total, 27260k used, 949628k free, 125492k cached.

There are just 4 sims with a certain amount of Prims (around 2000-3000 prims
at max and each with some 100-200 simple scripts rotating textures and doing
simple jobs like llSetText etc), and the other sims with at max 200-300
prims. Question is do you think that there is a top limit for prim number
and scripts (even if they are just doing bare things) to have optimal
performance? Also two very similar sims have 2200 prim and 1900 prim but
they show in show stats holding 300 Mbytes and 80 Mbytes, so the first seems
unstable... Is there any profiling mechanism to understand if the system is
working correctly or is undersized or excessively abused?

BTW: the region which is using 300 Mbytes has a certain amount of
superprims. Do superprims have negative impact on the server sim
performance?

Thanks for any hint. Or if you know some URL on opensimulator already
discussing this issue..

Salahzar

PS: Also I noticed I have to restart all the regions almost once a day
otherwise the console becomes unresponsive and the regions appear not
working :(
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Re: [Opensim-dev] Voice chat through Asterix

2009-03-13 Thread Salahzar Stenvaag
Yes, please if anybody can provide details. they are appreciated.Even better
if such details can be published on
opensimulator.org as a general FAQ on voice page.
So far people I met had big psychological problems in installing mumble as
additional software piece :(


On Fri, Mar 13, 2009 at 13:00, Geetika S geetik...@tcs.com wrote:

 Thanks. I had no success with it either :( Anyway we created a work-around
 using Mumble, google app server and an in-world script. Its a bit messy and
 not the nicest way of doing things but it works ok and one doesnt need to
 change the client code. I can send out the details if anyone is interested.

 Geetika Sharma


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Re: [Opensim-dev] Organization and naming patterns of commands on the console

2009-02-05 Thread Salahzar Stenvaag
+1 on having a clear *and* documented interface for console commands.
I think that the verb + target paradigm is much more universal in Unix,
SQL (create Table, not table create) and people can remember easily.
Also commands should help people in understand why there are similar
commands save-xml save-xml2 save-oar and the meanings of some obscure ones.
In case of errors also some hints, for instance create shoud prompt for a
list of available create objects...
Should this be a good start?
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